Root
>
Trifork
>
trifork-binary-logo.html
Download
Delete
trifork-binary-logo.html
13,5 KB • HTML • jul. 7, 2026 08:17
Render
Source
Live Edit
Copy
Save
<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <title>TRIFORK Binary Logo Animation</title> <style> :root { color-scheme: dark; background: #000; } * { box-sizing: border-box; } html, body { width: 100%; height: 100%; margin: 0; overflow: hidden; background: #000; font-family: Arial, Helvetica, sans-serif; } canvas { display: block; width: 100vw; height: 100vh; background: #000; cursor: pointer; } .hint { position: fixed; right: 18px; bottom: 14px; color: rgba(255, 255, 255, 0.28); font: 12px/1.4 ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", monospace; letter-spacing: .04em; user-select: none; pointer-events: none; transition: opacity .25s ease; } body.is-settled .hint { opacity: .7; } </style> </head> <body> <canvas id="stage" aria-label="Animated binary data forming the word TRIFORK"></canvas> <div class="hint">click to replay</div> <script> (() => { const canvas = document.getElementById('stage'); const ctx = canvas.getContext('2d', { alpha: false }); const text = 'TRIFORK'; const binary = ['0', '1']; // Visual tuning: close to the original richer neon look, but drawn with cached sprites. // 0s use a cool palette, 1s use a warm palette so the two bit values are clearly different. const bitPalettes = [ [188, 198, 208, 218, 170, 156, 144, 228], [318, 332, 12, 24, 36, 288, 300, 348] ]; const paletteSize = bitPalettes[0].length; const BIT_RENDER_SCALE = 2.78; const ACTIVE_FRAME_MS = 20; // roughly 50 FPS during the fly-in const SETTLED_FRAME_MS = 41; // roughly 24 FPS after the word has formed let width = 0; let height = 0; let dpr = 1; let particles = []; let sprites = []; let backgroundLayer = null; let startedAt = performance.now(); let animationFrame = 0; let settled = false; let lastGlitchAt = 0; let glitchBurst = 0; let lastFrameAt = 0; let resizeQueued = false; let visible = true; const rand = (min, max) => min + Math.random() * (max - min); const clamp = (value, min, max) => Math.max(min, Math.min(max, value)); const lerp = (a, b, t) => a + (b - a) * t; const easeOutCubic = t => 1 - Math.pow(1 - t, 3); const easeOutExpo = t => t === 1 ? 1 : 1 - Math.pow(2, -10 * t); const hsl = (h, s, l, a = 1) => `hsla(${((h % 360) + 360) % 360}, ${s}%, ${l}%, ${a})`; function makeSprite(bit, hue, bitIndex) { const size = 96; const c = document.createElement('canvas'); c.width = size; c.height = size; const s = c.getContext('2d'); const center = size / 2; const accentHue = bitIndex === 0 ? hue + 24 : hue - 26; const glowHue = bitIndex === 0 ? hue + 10 : hue + 12; s.clearRect(0, 0, size, size); s.globalCompositeOperation = 'lighter'; s.textAlign = 'center'; s.textBaseline = 'middle'; s.font = '900 40px "Courier New", ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, monospace'; // Cached multi-pass neon sprite with distinct color families for 0 and 1. s.shadowBlur = 20; s.shadowColor = hsl(accentHue, 100, 60, 0.76); s.fillStyle = hsl(accentHue, 100, 58, 0.64); s.fillText(bit, center - 2.1, center + 0.4); s.shadowColor = hsl(glowHue, 100, 62, 0.72); s.fillStyle = hsl(glowHue, 100, 60, 0.60); s.fillText(bit, center + 2.3, center - 0.3); s.shadowBlur = 22; s.shadowColor = hsl(hue, 100, 60, 0.52); s.fillStyle = hsl(hue, 100, 62, 0.38); s.fillText(bit, center, center); s.shadowBlur = 8; s.shadowColor = 'rgba(255, 255, 255, 0.82)'; s.fillStyle = 'rgba(255, 255, 255, 0.94)'; s.fillText(bit, center, center); s.shadowBlur = 0; s.fillStyle = hsl(hue + (bitIndex === 0 ? 150 : 170), 100, 88, 0.24); s.fillText(bit, center, center - 0.5); return c; } function createSprites() { sprites = binary.map((bit, bitIndex) => bitPalettes[bitIndex].map(hue => makeSprite(bit, hue, bitIndex))); } function createBackground() { const bg = document.createElement('canvas'); bg.width = width; bg.height = height; const b = bg.getContext('2d'); // Keep the scene fully black. The TRIFORK shape is made only from the colored 0/1 particles. b.fillStyle = '#000'; b.fillRect(0, 0, width, height); backgroundLayer = bg; } function drawTextMask(maskCtx, maskWidth, maskHeight, fontSize, centerX, centerY) { maskCtx.clearRect(0, 0, maskWidth, maskHeight); maskCtx.fillStyle = '#fff'; maskCtx.textBaseline = 'middle'; maskCtx.textAlign = 'left'; maskCtx.font = `900 ${fontSize}px Arial Black, Impact, system-ui, sans-serif`; const letterSpacing = fontSize * 0.035; const widths = [...text].map(letter => maskCtx.measureText(letter).width); const totalWidth = widths.reduce((sum, value) => sum + value, 0) + letterSpacing * (text.length - 1); let x = centerX - totalWidth / 2; for (let i = 0; i < text.length; i++) { maskCtx.fillText(text[i], x, centerY); x += widths[i] + letterSpacing; } } function createParticles() { const mask = document.createElement('canvas'); mask.width = Math.floor(width); mask.height = Math.floor(height); const m = mask.getContext('2d', { willReadFrequently: true }); const maxLogoWidth = width * 0.84; const maxLogoHeight = height * 0.19; let fontSize = Math.min(maxLogoHeight, maxLogoWidth / 5.9); fontSize = clamp(fontSize, 54, 170); const centerX = width / 2; const centerY = height * 0.50; drawTextMask(m, width, height, fontSize, centerX, centerY); const image = m.getImageData(0, 0, width, height).data; const cell = clamp(Math.round(fontSize / 11), 7, 12); const jitter = cell * 0.18; const generated = []; const top = Math.max(0, Math.floor(centerY - fontSize * 0.58)); const bottom = Math.min(height, Math.ceil(centerY + fontSize * 0.42)); const left = Math.max(0, Math.floor(width * 0.05)); const right = Math.min(width, Math.ceil(width * 0.95)); for (let y = top; y < bottom; y += cell) { for (let x = left; x < right; x += cell) { const sampleX = Math.floor(x + cell / 2); const sampleY = Math.floor(y + cell / 2); const alpha = image[(sampleY * width + sampleX) * 4 + 3]; if (alpha > 80) { const sideBias = sampleX < centerX ? 0.65 : 0.35; const startLeft = Math.random() < sideBias; const distanceFromCenter = Math.abs(sampleX - centerX) / (width / 2); const hueIndex = (Math.floor(sampleX / cell) + Math.floor(sampleY / cell)) % paletteSize; generated.push({ charIndex: (Math.random() * 2) | 0, targetX: sampleX + rand(-jitter, jitter), targetY: sampleY + rand(-jitter, jitter), startX: startLeft ? rand(-width * 0.55, -40) : rand(width + 40, width * 1.55), startY: rand(height * 0.22, height * 0.78), size: rand(cell * 0.72, cell * 1.08), delay: rand(0, 780) + distanceFromCenter * 520 + rand(0, 260), duration: rand(1700, 2750), phase: rand(0, Math.PI * 2), amp: rand(12, 56), speed: rand(1.1, 2.8), hueIndex, nextFlip: rand(60, 260), settleFlipEvery: rand(7200, 18000) }); } } } // This preserves the dense logo, but prevents very large monitors from generating runaway glyphs. const budget = width < 900 ? 2200 : width < 1600 ? 3400 : 4600; if (generated.length > budget) { for (let i = generated.length - 1; i > 0; i--) { const j = (Math.random() * (i + 1)) | 0; [generated[i], generated[j]] = [generated[j], generated[i]]; } generated.length = budget; } particles = generated; } function replay() { startedAt = performance.now(); settled = false; lastGlitchAt = startedAt; glitchBurst = 0; lastFrameAt = 0; document.body.classList.remove('is-settled'); for (const p of particles) { const startLeft = Math.random() < (p.targetX < width / 2 ? 0.7 : 0.3); p.startX = startLeft ? rand(-width * 0.55, -40) : rand(width + 40, width * 1.55); p.startY = rand(height * 0.18, height * 0.82); p.delay = rand(0, 780) + Math.abs(p.targetX - width / 2) / (width / 2) * 520 + rand(0, 260); p.duration = rand(1700, 2750); p.charIndex = (Math.random() * 2) | 0; p.nextFlip = rand(60, 260); } } function drawBits(now, elapsed, isGlitching) { let done = 0; const fastColorOffset = Math.floor(now * 0.00020) % paletteSize; const calmColorOffset = Math.floor(now * 0.000035) % paletteSize; const colorOffset = settled ? calmColorOffset : fastColorOffset; ctx.globalCompositeOperation = 'lighter'; for (const p of particles) { const t = clamp((elapsed - p.delay) / p.duration, 0, 1); const e = easeOutCubic(t); const settle = easeOutExpo(t); const travelling = 1 - e; let x = lerp(p.startX, p.targetX, e); let y = lerp(p.startY, p.targetY, settle); let alpha = t === 0 ? 0 : clamp(0.18 + t * 1.1, 0, 1); if (t < 1) { x += Math.sin(now * 0.002 * p.speed + p.phase) * p.amp * travelling; y += Math.cos(now * 0.003 * p.speed + p.phase) * p.amp * 0.24 * travelling; if (now > p.nextFlip && t < 0.95) { p.charIndex = 1 - p.charIndex; p.nextFlip = now + rand(70, 160); } } else { done++; x += Math.sin(now * 0.00055 + p.phase) * 0.18; y += Math.cos(now * 0.00045 + p.phase) * 0.12; if (now > p.nextFlip) { p.charIndex = 1 - p.charIndex; p.nextFlip = now + p.settleFlipEvery; } } if (isGlitching && Math.sin(now * 0.07 + p.phase * 17) > 0.995) { x += Math.sin(p.phase * 11) * 2.2; y += Math.cos(p.phase * 13) * 1.4; alpha *= 0.76; } const sprite = sprites[p.charIndex][(p.hueIndex + colorOffset) % paletteSize]; const drawSize = p.size * BIT_RENDER_SCALE * (0.94 + 0.06 * e); ctx.globalAlpha = alpha; ctx.drawImage(sprite, x - drawSize / 2, y - drawSize / 2, drawSize, drawSize); } ctx.globalAlpha = 1; ctx.globalCompositeOperation = 'source-over'; return done; } function frame(now) { animationFrame = requestAnimationFrame(frame); if (!visible) return; const targetFrameMs = settled ? SETTLED_FRAME_MS : ACTIVE_FRAME_MS; if (now - lastFrameAt < targetFrameMs) return; lastFrameAt = now; const elapsed = now - startedAt; ctx.clearRect(0, 0, width, height); ctx.drawImage(backgroundLayer, 0, 0, width, height); if (settled && now - lastGlitchAt > 6200) { glitchBurst = 70; lastGlitchAt = now + rand(0, 2600); } const isGlitching = glitchBurst > 0; glitchBurst = Math.max(0, glitchBurst - targetFrameMs); const done = drawBits(now, elapsed, isGlitching); if (!settled && particles.length && done >= particles.length * 0.985) { settled = true; document.body.classList.add('is-settled'); } } function resize() { width = window.innerWidth; height = window.innerHeight; // Capping DPR is the biggest win on retina/4K displays while still looking sharp. const nativeDpr = window.devicePixelRatio || 1; const maxDpr = width > 2200 || height > 1400 ? 1.1 : 1.35; dpr = Math.max(1, Math.min(maxDpr, nativeDpr)); canvas.width = Math.floor(width * dpr); canvas.height = Math.floor(height * dpr); canvas.style.width = `${width}px`; canvas.style.height = `${height}px`; ctx.setTransform(dpr, 0, 0, dpr, 0, 0); ctx.imageSmoothingEnabled = true; createBackground(); createParticles(); replay(); } function queueResize() { if (resizeQueued) return; resizeQueued = true; requestAnimationFrame(() => { resizeQueued = false; resize(); }); } window.addEventListener('resize', queueResize, { passive: true }); canvas.addEventListener('click', replay); window.addEventListener('keydown', event => { if (event.key === ' ' || event.key === 'Enter') replay(); }); document.addEventListener('visibilitychange', () => { visible = !document.hidden; if (visible) lastFrameAt = 0; }); createSprites(); resize(); cancelAnimationFrame(animationFrame); animationFrame = requestAnimationFrame(frame); })(); </script> </body> </html>
Copy
Save
<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <title>TRIFORK Binary Logo Animation</title> <style> :root { color-scheme: dark; background: #000; } * { box-sizing: border-box; } html, body { width: 100%; height: 100%; margin: 0; overflow: hidden; background: #000; font-family: Arial, Helvetica, sans-serif; } canvas { display: block; width: 100vw; height: 100vh; background: #000; cursor: pointer; } .hint { position: fixed; right: 18px; bottom: 14px; color: rgba(255, 255, 255, 0.28); font: 12px/1.4 ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", monospace; letter-spacing: .04em; user-select: none; pointer-events: none; transition: opacity .25s ease; } body.is-settled .hint { opacity: .7; } </style> </head> <body> <canvas id="stage" aria-label="Animated binary data forming the word TRIFORK"></canvas> <div class="hint">click to replay</div> <script> (() => { const canvas = document.getElementById('stage'); const ctx = canvas.getContext('2d', { alpha: false }); const text = 'TRIFORK'; const binary = ['0', '1']; // Visual tuning: close to the original richer neon look, but drawn with cached sprites. // 0s use a cool palette, 1s use a warm palette so the two bit values are clearly different. const bitPalettes = [ [188, 198, 208, 218, 170, 156, 144, 228], [318, 332, 12, 24, 36, 288, 300, 348] ]; const paletteSize = bitPalettes[0].length; const BIT_RENDER_SCALE = 2.78; const ACTIVE_FRAME_MS = 20; // roughly 50 FPS during the fly-in const SETTLED_FRAME_MS = 41; // roughly 24 FPS after the word has formed let width = 0; let height = 0; let dpr = 1; let particles = []; let sprites = []; let backgroundLayer = null; let startedAt = performance.now(); let animationFrame = 0; let settled = false; let lastGlitchAt = 0; let glitchBurst = 0; let lastFrameAt = 0; let resizeQueued = false; let visible = true; const rand = (min, max) => min + Math.random() * (max - min); const clamp = (value, min, max) => Math.max(min, Math.min(max, value)); const lerp = (a, b, t) => a + (b - a) * t; const easeOutCubic = t => 1 - Math.pow(1 - t, 3); const easeOutExpo = t => t === 1 ? 1 : 1 - Math.pow(2, -10 * t); const hsl = (h, s, l, a = 1) => `hsla(${((h % 360) + 360) % 360}, ${s}%, ${l}%, ${a})`; function makeSprite(bit, hue, bitIndex) { const size = 96; const c = document.createElement('canvas'); c.width = size; c.height = size; const s = c.getContext('2d'); const center = size / 2; const accentHue = bitIndex === 0 ? hue + 24 : hue - 26; const glowHue = bitIndex === 0 ? hue + 10 : hue + 12; s.clearRect(0, 0, size, size); s.globalCompositeOperation = 'lighter'; s.textAlign = 'center'; s.textBaseline = 'middle'; s.font = '900 40px "Courier New", ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, monospace'; // Cached multi-pass neon sprite with distinct color families for 0 and 1. s.shadowBlur = 20; s.shadowColor = hsl(accentHue, 100, 60, 0.76); s.fillStyle = hsl(accentHue, 100, 58, 0.64); s.fillText(bit, center - 2.1, center + 0.4); s.shadowColor = hsl(glowHue, 100, 62, 0.72); s.fillStyle = hsl(glowHue, 100, 60, 0.60); s.fillText(bit, center + 2.3, center - 0.3); s.shadowBlur = 22; s.shadowColor = hsl(hue, 100, 60, 0.52); s.fillStyle = hsl(hue, 100, 62, 0.38); s.fillText(bit, center, center); s.shadowBlur = 8; s.shadowColor = 'rgba(255, 255, 255, 0.82)'; s.fillStyle = 'rgba(255, 255, 255, 0.94)'; s.fillText(bit, center, center); s.shadowBlur = 0; s.fillStyle = hsl(hue + (bitIndex === 0 ? 150 : 170), 100, 88, 0.24); s.fillText(bit, center, center - 0.5); return c; } function createSprites() { sprites = binary.map((bit, bitIndex) => bitPalettes[bitIndex].map(hue => makeSprite(bit, hue, bitIndex))); } function createBackground() { const bg = document.createElement('canvas'); bg.width = width; bg.height = height; const b = bg.getContext('2d'); // Keep the scene fully black. The TRIFORK shape is made only from the colored 0/1 particles. b.fillStyle = '#000'; b.fillRect(0, 0, width, height); backgroundLayer = bg; } function drawTextMask(maskCtx, maskWidth, maskHeight, fontSize, centerX, centerY) { maskCtx.clearRect(0, 0, maskWidth, maskHeight); maskCtx.fillStyle = '#fff'; maskCtx.textBaseline = 'middle'; maskCtx.textAlign = 'left'; maskCtx.font = `900 ${fontSize}px Arial Black, Impact, system-ui, sans-serif`; const letterSpacing = fontSize * 0.035; const widths = [...text].map(letter => maskCtx.measureText(letter).width); const totalWidth = widths.reduce((sum, value) => sum + value, 0) + letterSpacing * (text.length - 1); let x = centerX - totalWidth / 2; for (let i = 0; i < text.length; i++) { maskCtx.fillText(text[i], x, centerY); x += widths[i] + letterSpacing; } } function createParticles() { const mask = document.createElement('canvas'); mask.width = Math.floor(width); mask.height = Math.floor(height); const m = mask.getContext('2d', { willReadFrequently: true }); const maxLogoWidth = width * 0.84; const maxLogoHeight = height * 0.19; let fontSize = Math.min(maxLogoHeight, maxLogoWidth / 5.9); fontSize = clamp(fontSize, 54, 170); const centerX = width / 2; const centerY = height * 0.50; drawTextMask(m, width, height, fontSize, centerX, centerY); const image = m.getImageData(0, 0, width, height).data; const cell = clamp(Math.round(fontSize / 11), 7, 12); const jitter = cell * 0.18; const generated = []; const top = Math.max(0, Math.floor(centerY - fontSize * 0.58)); const bottom = Math.min(height, Math.ceil(centerY + fontSize * 0.42)); const left = Math.max(0, Math.floor(width * 0.05)); const right = Math.min(width, Math.ceil(width * 0.95)); for (let y = top; y < bottom; y += cell) { for (let x = left; x < right; x += cell) { const sampleX = Math.floor(x + cell / 2); const sampleY = Math.floor(y + cell / 2); const alpha = image[(sampleY * width + sampleX) * 4 + 3]; if (alpha > 80) { const sideBias = sampleX < centerX ? 0.65 : 0.35; const startLeft = Math.random() < sideBias; const distanceFromCenter = Math.abs(sampleX - centerX) / (width / 2); const hueIndex = (Math.floor(sampleX / cell) + Math.floor(sampleY / cell)) % paletteSize; generated.push({ charIndex: (Math.random() * 2) | 0, targetX: sampleX + rand(-jitter, jitter), targetY: sampleY + rand(-jitter, jitter), startX: startLeft ? rand(-width * 0.55, -40) : rand(width + 40, width * 1.55), startY: rand(height * 0.22, height * 0.78), size: rand(cell * 0.72, cell * 1.08), delay: rand(0, 780) + distanceFromCenter * 520 + rand(0, 260), duration: rand(1700, 2750), phase: rand(0, Math.PI * 2), amp: rand(12, 56), speed: rand(1.1, 2.8), hueIndex, nextFlip: rand(60, 260), settleFlipEvery: rand(7200, 18000) }); } } } // This preserves the dense logo, but prevents very large monitors from generating runaway glyphs. const budget = width < 900 ? 2200 : width < 1600 ? 3400 : 4600; if (generated.length > budget) { for (let i = generated.length - 1; i > 0; i--) { const j = (Math.random() * (i + 1)) | 0; [generated[i], generated[j]] = [generated[j], generated[i]]; } generated.length = budget; } particles = generated; } function replay() { startedAt = performance.now(); settled = false; lastGlitchAt = startedAt; glitchBurst = 0; lastFrameAt = 0; document.body.classList.remove('is-settled'); for (const p of particles) { const startLeft = Math.random() < (p.targetX < width / 2 ? 0.7 : 0.3); p.startX = startLeft ? rand(-width * 0.55, -40) : rand(width + 40, width * 1.55); p.startY = rand(height * 0.18, height * 0.82); p.delay = rand(0, 780) + Math.abs(p.targetX - width / 2) / (width / 2) * 520 + rand(0, 260); p.duration = rand(1700, 2750); p.charIndex = (Math.random() * 2) | 0; p.nextFlip = rand(60, 260); } } function drawBits(now, elapsed, isGlitching) { let done = 0; const fastColorOffset = Math.floor(now * 0.00020) % paletteSize; const calmColorOffset = Math.floor(now * 0.000035) % paletteSize; const colorOffset = settled ? calmColorOffset : fastColorOffset; ctx.globalCompositeOperation = 'lighter'; for (const p of particles) { const t = clamp((elapsed - p.delay) / p.duration, 0, 1); const e = easeOutCubic(t); const settle = easeOutExpo(t); const travelling = 1 - e; let x = lerp(p.startX, p.targetX, e); let y = lerp(p.startY, p.targetY, settle); let alpha = t === 0 ? 0 : clamp(0.18 + t * 1.1, 0, 1); if (t < 1) { x += Math.sin(now * 0.002 * p.speed + p.phase) * p.amp * travelling; y += Math.cos(now * 0.003 * p.speed + p.phase) * p.amp * 0.24 * travelling; if (now > p.nextFlip && t < 0.95) { p.charIndex = 1 - p.charIndex; p.nextFlip = now + rand(70, 160); } } else { done++; x += Math.sin(now * 0.00055 + p.phase) * 0.18; y += Math.cos(now * 0.00045 + p.phase) * 0.12; if (now > p.nextFlip) { p.charIndex = 1 - p.charIndex; p.nextFlip = now + p.settleFlipEvery; } } if (isGlitching && Math.sin(now * 0.07 + p.phase * 17) > 0.995) { x += Math.sin(p.phase * 11) * 2.2; y += Math.cos(p.phase * 13) * 1.4; alpha *= 0.76; } const sprite = sprites[p.charIndex][(p.hueIndex + colorOffset) % paletteSize]; const drawSize = p.size * BIT_RENDER_SCALE * (0.94 + 0.06 * e); ctx.globalAlpha = alpha; ctx.drawImage(sprite, x - drawSize / 2, y - drawSize / 2, drawSize, drawSize); } ctx.globalAlpha = 1; ctx.globalCompositeOperation = 'source-over'; return done; } function frame(now) { animationFrame = requestAnimationFrame(frame); if (!visible) return; const targetFrameMs = settled ? SETTLED_FRAME_MS : ACTIVE_FRAME_MS; if (now - lastFrameAt < targetFrameMs) return; lastFrameAt = now; const elapsed = now - startedAt; ctx.clearRect(0, 0, width, height); ctx.drawImage(backgroundLayer, 0, 0, width, height); if (settled && now - lastGlitchAt > 6200) { glitchBurst = 70; lastGlitchAt = now + rand(0, 2600); } const isGlitching = glitchBurst > 0; glitchBurst = Math.max(0, glitchBurst - targetFrameMs); const done = drawBits(now, elapsed, isGlitching); if (!settled && particles.length && done >= particles.length * 0.985) { settled = true; document.body.classList.add('is-settled'); } } function resize() { width = window.innerWidth; height = window.innerHeight; // Capping DPR is the biggest win on retina/4K displays while still looking sharp. const nativeDpr = window.devicePixelRatio || 1; const maxDpr = width > 2200 || height > 1400 ? 1.1 : 1.35; dpr = Math.max(1, Math.min(maxDpr, nativeDpr)); canvas.width = Math.floor(width * dpr); canvas.height = Math.floor(height * dpr); canvas.style.width = `${width}px`; canvas.style.height = `${height}px`; ctx.setTransform(dpr, 0, 0, dpr, 0, 0); ctx.imageSmoothingEnabled = true; createBackground(); createParticles(); replay(); } function queueResize() { if (resizeQueued) return; resizeQueued = true; requestAnimationFrame(() => { resizeQueued = false; resize(); }); } window.addEventListener('resize', queueResize, { passive: true }); canvas.addEventListener('click', replay); window.addEventListener('keydown', event => { if (event.key === ' ' || event.key === 'Enter') replay(); }); document.addEventListener('visibilitychange', () => { visible = !document.hidden; if (visible) lastFrameAt = 0; }); createSprites(); resize(); cancelAnimationFrame(animationFrame); animationFrame = requestAnimationFrame(frame); })(); </script> </body> </html>
Move to Deleted?
will be moved to Deleted.
Cancel
Delete
Rename
Name
Cancel
Rename